Sam starts bashing at one of the stone pavers, trying to make a gap that he can scrape the acid into. August helps, while Charlie keeps watch.

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Stoneworking (1d5) + Unskilled (1d3)= 3,2 = 5 CP / 6 CP needed

They get it pretty much broken up, and are working on removing the rubble still. Ursula keeps reading, this being a bit denser portion, doesn't get quite as far.

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Learning (1d7+1d5)= 1,2 = 12 CP / 20 CP needed

In Tune: 78 = ---

Ziou keeps reading "Food Preservation".

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Learning (1d5+1d3) = 5,1 = 14 CP / 20 CP needed

Kew looks for something productive to do, and asks where Sam got to. ((What you deem productive is up to you, it is lunch time, Gabe was planning on starting that soon, not sure what other projects Kew might have on deck...))

Gabe and Hiero keep working away.

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Steamworks (1d5 ) + Steamwork (1d5)= 4,3 = 36 CP / 50 CP needed.

Enoch starts pondering what he needs to do to convert this door into whatever he wants to make of it.

Feat of Strength: Gabe is able to act beyond normal physical means, but with a 5% chance to throw his back out. An attempt is successful if he does not throw out his back, and fails if he does throw it out. Upon attempting a Feat of Strength, the chance of throwing his back out the following turn increases to 55%, and decays by 10% per turn. No penalties are assessed on a success, but if he fails an attempt, he is subject to a -2ATT/-2DEF penalty with -1d3 on any skill attempts while at or above a 45% chance, which drops to -1ATT/-1DEF with -1d3 on skills at or above a 25% chance.

Short Dagger - +1ATT, on a successful hit, target has 25% chance to lose an additional 1HP next turn

Apron

heavy leather left glove

Conical Helmet: +1 DEF

Armored Shirt Dress: +1 DEF

large hammer

carving chisel [currently under the door]

stone chisel

A Mutli-Screwdriver - 8 types/sizes

Set of Spanners

Glasses with Magnifying Lens

Lockpicks

large tongs

tweezers

tiny ball-peen hammer

tiny folding knife

wire cutters

flint & steel

carved bone whistle

Lard-Cloth Torch

Ã”Ã‡Ã˜index cardsÃ”Ã‡Ã˜

various pens

various inks (stoppered)

Special Ability:

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Size Does Matter: After spending years avoiding death in the sewers, and then avoiding being tread upon by larger colleagues, Sam has developed an uncanny knack for noticing small details that let him avoid dangerous situations. His reflexes give him a 25% chance to avoid traps/ambushes entirely, and a 50% chance to partially avoid them (this is in addition to % chance for any traps that have a % to succeed/fail).

Special Ability: In Tune: Having worked for years in a music shop, Ursula feels most comfortable and able to focus while music is playing. While attempting a task or studying, she has a 20% chance to gain an additional 1d3 CP, but a 10% chance to get caught up in the music and lose focus on her work, reducing her skill check by 1d3.

Armed Combat Level 1: During armed combat, August has a 25% chance to receive an additional +1 DEF each combat round.

Items: (bold indicates items that are currently equipped)

Prison Uniform - Embroidered with "No. 00378"

AugustÃ”Ã‡Ã–s Clothes

Long Coat - with lots of pockets!

A Small Wooden Box - contains tools and parts

A Pocket Watch

A Pair of Goggles - interchangeable lenses

Paring Knife - +1 ATT, 25% chance to give additional -1 ATT

Harness/holster - crisscross of straps, made to hold a collection of weapons and gadgets

Scabbard

Home-forged Saber: +2 ATT, on successful hit, has 25% chance to cause target to lose 1 HP the following round

Steel Reinforced Leather Armor - stained, grants +3 DEF

Studded Leather Greaves - +1 DEF

Lard-Cloth Torch

Reinforced Glove: 50% chance to give +1 DEF

Woodsman's Hatchet: +1 ATT, 50% chance to give additional +1 ATT

handful of minor local coins

small ball of twine

broken screwdriver

spanner

knife

Special Ability:

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Special Ability: Battle Ready: As long as August/Kas has +1 ATT and +1 DEF from devices he created or modified, he can opt to gain +1 ATT/-1 DEF, -1ATT/+1DEF, +2ATT/-2DEF, or -2ATT/+2DEF in the subsequent turn. Changes to ATT apply to main hand weapon only. This must be declared at the start of a round.

carved bone whistle - emits a piercing shriek, holes drilled in it allow for the production of 3 different notes

crowbar

Unshelled walnut

magnet

Charcoal pencil

fur - 0.5 sq m

glass rod - 0.6m

charcoal

lump of charcoal

small roll of impure bronze sheet

set of wall anchors (6)

Special Ability:

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Special Ability: Charge Me Up, Buttercup: When subject to electrical damage, Hieronymus may prevent 1d3 of that damage, storing charges equal to the damage prevented in his capacitors (maximum 6). Using his palm electrodes, he may release any number of stored charges into a target (via touch or a conductive weapon), dealing 1 DAM to the target for each charge released. He may instead use one charge to power the battery for his Electric Torch (once charged, torch will illuminate for a total of 6 turns). Charges may also be used to power appropriate devices or items. During his capture, his implants suffered some damage and as a result, anytime Hiero expends a charge, there is a 25% chance that it deals 1 DAM to him in addition to its other effects.

An Eye for Weakness: In his quest to "help" improve on the human form, Ziou has gained a knack for assessing the weaknesses of his subjects, as well as other creatures. In combat, Ziou may opt to spend a round searching his opponent for weakness (50% chance to succeed, on success, 25% chance to pinpoint). If a weakness has been identified, attacks made with that knowledge are treated as if the opponent had -1 DEF. If weakness is pinpointed, increase to -2 DEF.

In addition to ATT and DEF, Charlie also has damage reduction (DR) which negates the first two damage from any attack except one electrical in nature. Any damage dealt decreases his non replenishing pool of durability points (DP). As he becomes more damaged, every 5 DP that he drops, he will randomly decrease in either ATT, DEF or DR. At 0 DP, Charlie will be non functional. DP may only be regained by being repaired.

Enoch borrows the saw from August's bench, and starts selecting some suitable plans and wood from a crate. He returns to his sketch of his top-bar hive, and begins making notes of what sizes of wood he needs to cut. He uses a piece of twine to measure and cut two sides and a base of the top-bar, two ends, and then he uses smaller pieces of wood to make the bars with some frames for combs.

(I presume this will take a while, so Enoch will stick on this task, pausing once Gabe has finished lunch to have a bite to eat before returning to his work.)

August follows Sam back to the workshop. Back at his bench, he takes the blank pages with him this time, and asks Sam for one of the pens he pocketed. If Sam needs time time to find what he's looking for, he'll start taking some sketches of Sams proportions and rough measurements.